Managing game sessions in a social network system

ABSTRACT

This disclosure is directed to enabling access to a game instance through a social network system. A client-side player component facilitates communication between a game instance on the client device and a backend server of a social networking system. The communication information can be stored in or retrieved from a social graph of the social networking system. The game instance can be initialized from a social platform of the social networking system, and the game can be played without leaving a social network application.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit, as a continuation application, ofparent application Ser. No. 15/491,847, filed 19 Apr. 2017, which isincorporated herein in its entirety.

BACKGROUND

The first video games were played on massive computers connected tovector displays. Several generations of video game consoles connectableto a television were later developed having interchangeable discs orcartridges. Games on video game consoles could be played amongst userswithin an immediate vicinity. Online games are now played on varioustypes of computing devices. An online game is a game that is eitherpartially or primarily played by one or more users who communicatethrough the Internet or other data communications computer network.Conventional online game sessions are hosted or managed by a gameserver, which is typically a dedicated computer managed by the gamepublisher or other company. Users typically initiate online gamesessions by directly accessing a web page of a third-part game server.Alternatively, applications (“apps”) or console games may communicatewith a server to exchange score information, game updates, etc.

Over the last several years, social networks have become a useful way toconnect with acquaintances or businesses, e.g., to communicate. Socialnetworks may have a social graph that identifies interrelationshipsbetween users. A subset of the users of a social network may be friends,in which case the social graph may have particular connections betweennodes of the graph representing the users. Social network users, e.g.,friends or other users, can be involved in various online conversations,e.g., by posting content on a friend's online “wall” or a company'sonline “page.” Walls, pages, or other shareable areas of the socialnetwork (e.g., newsfeed, timeline, etc.) enable users to post and seevarious content, e.g., text, photographs, videos, etc. Some socialnetworks also have a messaging app that enables two or more users tocommunicate with each other, e.g., by exchanging messages. Becausesocial networks are now used by many millions (even billions) of usersdaily, they have the potential to offer game publishers tremendousopportunity to expand their online game presence in meaningful ways.

BRIEF DESCRIPTION OF THE DRAWINGS

These and other objects, features and characteristics of the presentembodiments will become more apparent to those skilled in the art from astudy of the following detailed description in conjunction with theappended claims and drawings, all of which form a part of thisspecification. While the accompanying drawings include illustrations ofvarious embodiments, the drawings are not intended to limit the claimedsubject matter.

FIG. 1 is a block diagram illustrating components which, in someimplementations, can be used in a system employing the disclosedtechnology.

FIG. 2A is a block diagram illustrating an overview of an environment inwhich some implementations of the disclosed technology can operate.

FIG. 2B is a block diagram illustrating an overview of anotherenvironment in which some implementations of the disclosed technologycan operate.

FIG. 3 is a flow diagram illustrating a process used in someimplementations for managing game instances through a social platform.

FIG. 4A is a flow diagram illustrating a process used in someimplementations for managing game sessions in a social network system.

FIG. 4B is a flow diagram illustrating a process used in someimplementations for managing game sessions in a social network system.

FIG. 4C is a flow diagram illustrating a process used in someimplementations for managing game sessions in a social network system.

FIG. 4D is a flow diagram illustrating a process used in someimplementations for managing game sessions in a social network system

FIGS. 5A-5C are illustrations of an example graphical user interface ona client device.

FIGS. 6A-6D are illustrations of an example graphical user interface ona client device.

FIG. 7A-7D are illustrations of an example graphical user interface on aclient device.

FIGS. 8A-8D are illustrations of an example graphical user interface ona client device.

FIGS. 9A-9D are illustrations of an example graphical user interface ona client device.

FIG. 10 is a block diagram illustrating an example computer system.

FIG. 11 is a block diagram illustrating an overview of an environment inwhich some implementations of the disclosed technology can operate.

DETAILED DESCRIPTION

This patent application is directed to enabling access to a game sessionwithin a social network system. The game session can be accessed withinvarious areas of the social network, e.g., walls, newsfeeds, timelines,etc. The game session can also be accessed using related social networkapplications (e.g., a messenger application). The messenger applicationis an application that enables users to communicate online nearlyinstantaneously. A player component facilitates communication between agame instance on the client device and a backend server of a socialnetworking system. The communication information can be stored in orretrieved from a social graph of the social networking system. The gameinstance can be initialized from a social network application (e.g.,newsfeed, messenger, etc.) of the social networking system, and the gamecan be played without leaving the social network application.

In various embodiments, a user can identify a game to play using adiscovery component. The discovery component may list multiple games andmay list the games in a specified order. As an example, the discoverycomponent may list games for a user based on that user's priorinteractions with games, “friends” indicated in the social graph,contacts in a contact list, games played by the friends and/or contacts,etc.

In various embodiments, the user may receive a “challenge” in theirsocial network newsfeed or messenger application app. As an example, theuser may receive a notification that a friend or contact has achieved ahigh score in a particular game. The user can accept the challenge,e.g., by “clicking” or “pressing” on the notification, to start thegame. A user may receive challenges from different users for aparticular game. In various embodiments, the score the user achieves inthe game may be posted to some or all the other users. As an example,the score may be shared with a different user who sent a particularchallenge, all users who sent challenges, or publicly.

After the user plays a game, the user's score may be shared with otherusers, e.g., to challenge the other users. In various embodiments, theuser can explicitly share the score, e.g., to challenge another user. Insome embodiments, the score may be shared implicitly, e.g., to a“leaderboard” or as a challenge to friends or contacts. When the otheruser accepts the challenge, a thread of communication may be createdbetween the user who sent the challenge and the user who accepted it.

Embodiments include integration of a gaming platform with a socialnetworking system to enable substantially instant access to a gameinstance. The system architecture includes a client device thatimplements a client-side player component (e.g., a software component).The player component can facilitate communication between a gameinstance on the client device and a backend server of a socialnetworking system. The communication can include high score, gameparticipant identity, game participant connections, game sessiondetails, game achievements, etc. The communication information can bestored in or based on a social graph of the social networking system.

In various embodiments, each messenger app thread of communicationsbetween two or more users has a thread identifier (“thread ID”), eachuser of the social network has a user ID, businesses having socialnetwork pages have a page ID, and apps (e.g., game apps) have an app ID.Because a user may be simultaneously involved in playing a particulargame with multiple other users, a combination of the various IDs may beused to identify a particular instance of the game, e.g., for scoresharing purposes. As an example, the combination of thread ID and app IDidentifies a particular game that is being played by users communicatingin the thread. As another example, the combination of user ID, app ID,and page ID identifies a game hosted or sponsored by a business that theidentified user is playing. Although this and the following discussionuse a messaging app as a specific embodiment, one skilled in the artwould recognize that the embodiments can be adapted for use with othersocial network conversation areas, e.g., walls, pages, newsfeeds,timelines, etc. In such cases, instead of a messaging thread ID, someother social network internal identifier can be employed (e.g., messageidentifier, conversation identifier, page identifier, etc.).

In various embodiments, some or all of these IDs may be anonymized. Asan example, the user ID may be anonymized so that although the user'sscores or score updates can be posted publicly or to other users of thesocial network or messenger app, the user may not be identifiable byothers except perhaps the user's friends. Similarly, the thread ID maybe anonymized so that the game developer cannot use the actual threadmaliciously, e.g., to post advertisement messages that may be unrelatedto the game. Just as thread IDs, app IDs, page IDs, and user IDs may beunique within the social network and/or messenger app, the respectiveanonymized IDs may also be unique.

In various embodiments, a game instance may employ the messenger app andits underlying communications protocols to exchange messages with othergame instances. As examples, when a game is played by two differentusers in a thread, the game may exchange score information, cards of acard game, moves of a chess game, etc., between the game instancescorresponding to each of the players. As a further example, when twoplayers are in a messenger thread concurrently, one player may be ableto remotely watch the other player's gameplay. An underlying “livestream” capability of the messenger platform may send a video stream ofthe game being played to the other user.

In various embodiments, various social signals may be sent relating to auser's game playing. As examples, a glyph or icon may be added to auser's profile photo when the user is a high scorer. As an example, afacial recognition system may identify the user's face in their profilephoto and add a crown above the user's head in the photo. The modifiedprofile photo may be limited to the messenger thread or may be availablefor all users of the social network or messenger app to view. Othersocial signals can include icons, animations, sounds, badges, etc. Thesocial signals can correspond to scores, challenges, or other gamingconcepts.

Third-party game servers typically utilize a vast assortment ofinconsistent programming languages and protocols. Facilitatingcommunication among these third-party servers using disparateprogramming languages is an unmanageable task on an individual basis.Embodiments include a game library having a private application programinterface (API) to communicate with a client-side player component and apublic API customizable to communicate with a game component hosted onthe third-party server. Thus, the game library facilitates communicationbetween the client-side player component and a third-party gamecomponent. Enabling communication between the game component and theplayer component via the game library unlocks a myriad of social networkfunctions, including enabling users to initiate game sessions and freelyshare game-related data for games previously inaccessible through asocial network system.

The game instance can be initialized from a social platform (e.g.,newsfeed, messaging application, etc.) of the social networking system.The client-side player component can be implemented as part of a socialnetworking website, which is accessible via a browser applicationrunning on the client device, or part of a social networking mobileapplication. The client-side player can access a plurality of webaddresses representing third-party games (e.g., a game webpage thatembeds a JavaScript library). A web server of a third-party gamedeveloper can host the game webpage. The JavaScript library can encode apublic API to logic components within the game webpage and a private APIto communicate with the client-side player component. That is, theJavaScript library can translate commands and messages between theclient-side player component and the third-party game webpage. Theclient-side player component can load a splash screen from agame-related URL in parallel to a URL of the third-party game webpage,enabling players to experience substantially instant access to a gamesession. The client-side player component can further access socialnetwork information related to the game, prior to fully loading the gamewebpage onto the client device.

Turning now to the Figures, FIG. 1 is a block diagram illustratingcomponents that, in some implementations, can be used in a systememploying the disclosed technology. The illustrated components include asocial network server 102, player component 104, game library 106, andgame component 108.

The game library 106 facilitates communications between the playercomponent 104 and the game component 108. The game library 106 can beimported by a third-party server and executed remotely by thethird-party server. The game library 106 includes a private API 156 anda public API 166.

The game library 106 can use a private API 156 to communicate with theplayer component 104. The private API can be configured to communicatewith a plurality of player components of various types. Types of playercomponents include player components operable on a desktop/laptopcomputer (e.g., configured for Windows® or MacOS®) or a mobile device(e.g., configured for Android® or iOS). Types of player components alsoinclude a player component operable on the social network server 102 andprovided to a user device via a web page accessible through a webbrowser. Each type of player component can include unique logiccomponents. The private API is encoded with logic components of one ormore types of player components.

The game library 106 can use the public API 166 to communicate with thegame component 108. The public API 166 is encoded to logic components ofthe game component 108. The public API 166 can default to synchronousfunction calls for communications and include asynchronous functioncalls for limited communications to improve performance.

The game library 106 includes correlations mapping logic components ofthe player component 104 to logic components of the game component 108.The game library 106 translates communications received via the privateAPI 156 from logic components consistent with the payer component 104 tologic components consistent with the game component 108 and transmits,via the public API 166, the translated communications to the gamecomponent 108. The game library 106 translates communications receivedvia the public API 166 from logic components consistent with the gamecomponent 108 to logic components consistent with the player component104 and transmits, via the private API 156, the translatedcommunications to the player component 104.

The player component 104 communicates with the social network server102. In some embodiments, game-related communication with the socialnetwork server 102 is performed exclusively by the player component 104.Game-related communication transmitted by the player component 104 tothe social network server 102 can include, for example, game loadingprogress, game load completion, game screenshot, game completion, gamescore, fatal error notification, log messages, or any combinationthereof. Game-related communication transmitted by the social networkserver 102 to the player component 104 can include, for example, a startinstruction, restart instruction, pause instruction, save instruction,user device information, browser information, aspect ratio information,frame rate information, information related to social features (e.g.,scores of friends in a social network), or any combination thereof.

The social network server 102 manages a game leaderboard comprising gamescores associated with a plurality of users of the social networksystem. The social network server 102 updates a game leaderboarddatabase in response to receiving data indicative of game scores for anyuser of a plurality of users corresponding to any game of a plurality ofgames.

FIGS. 2A-2B are block diagram illustrating an overview of an environmentin which some implementations of the disclosed technology can operate.In an embodiment, the player component 104 is embedded in an application214 (e.g., a messenger application) executed by a client device 204 (asshown in FIG. 2A). In another embodiment, the player component 204 canrun on the social network server 202 and be accessible by theapplication 214 (as shown in FIG. 2B).

In an embodiment, the client device 204 can seamlessly switch from agame instance on a local player component (as shown in FIG. 2A) to agame instance on a remote player component (as shown in FIG. 2B) andvice versa. In response to a request to switch from a local to a remoteplayer component, a state of a local game instance is stored. The stateof the local game instance is provided to the social network server 202.The social network server 202 can execute a remote player component. Theremote player component can use state information received from thelocal game instance to initiate another game instance having the samestate as the local game instance. The application 214 (e.g., a messengerapplication having browser capabilities) running on the client device204 accesses the remote player component to start a new game sessionhaving the same state as the local game session. A similar process canbe performed in reverse to seamlessly switch from a remote playercomponent to a local player component.

Referring now to FIG. 2A, the player component 104 can run on the clientdevice 204. The player component can be embedded in the application 214.The application 214 can be, for example, a messenger application, socialmedia application, browser, or any combination thereof. A combinationmessenger application and browser enables access to web pages withouthaving to leave the messenger application. The player component 104communicates with the game library 106 (e.g., via the public API 162)and with the social network server 102.

The game library 106 and the game component 108 can be hosted by athird-party game server 206. The game library 106 facilitatescommunication between the game component 108 and the player component104. The private API 152 communicates with the game component 108, andthe public API 162 communicates with the player component 104.

The player component 104 can be embedded in an application 214 runningon the client device 204. The player component 104 receives translatedgame data from the game library 106. The player component 104 providesgame-related information to the social network server 102 including, forexample, game loading progress, game load completion, game screenshot,game completion, game score, fatal error notification, log messages, orany combination thereof.

The social network server 102 communicates with the player component 104running on the client device 204. The social network server 102 storesgame data 282 received from the player component 104 which can be usedas part of a social graph 272. The social network server 102 transmitsgame-related information to the player component 104 including, forexample, a start instruction, restart instruction, pause instruction,save instruction, user device information, browser information, aspectratio information, frame rate information, information related to socialfeatures (e.g., scores of friends in a social network), or anycombination thereof.

The social network server 102 includes the social graph 272. The socialgraph 272 includes information related to the social network systemincluding, for example, game data 282 (e.g., information received fromthe player component 104) and social data 292 (e.g., associationsbetween users). The social graph 272 includes a plurality of nodes thatare interconnected by a plurality of edges. A social graph node mayrepresent a social networking system object that can act on and/or beacted upon by another node. Each of these interactions can be stored asan edge of the social graph. In some embodiments, the edges can berepresented as bi-directional. In other embodiments, the edges can berepresented as directional. For example, a user node selecting aparticular game to initiate a game instance, can be represented byeither a bi-directional edge between the user node and the socialnetwork page or a directional edge from the user node to the socialnetwork page. The social graph can thus be stored as a database of edgesbetween nodes. In some embodiments, the social graph can be storedseparately for user interactions of a specific kind. In otherembodiments, the social networking system stores the social graphwithout discriminating the type of user interactions.

An edge between nodes in a social graph represents a particular kind ofconnection between the nodes, which may result from an action that wasperformed by one of the nodes on the other node. Examples of suchactions by a social networking system user include selecting a game toinitiate a game session, challenging another user to play a selectedgame, sharing a game through a messenger application, and sharing a gamein a news feed.

An implicit social graph connection can be determined based on thesocial graph of the social networking system. The implicit social graphconnection can be leveraged from one or more recorded interactions. Theuser interactions can be received from a client device (e.g., clientdevice 204) connected to the social networking system through a useraccount. An implicit social graph connection can be determined betweenany social graph object and any other social graph object. For example,from the user interaction, a connection generation module can identify auser account and a social network object (e.g., a game) related to thatuser interaction. An implicit social graph connection can be added tothe social graph based on the user account and the social network objectidentified. The implicit social graph connection can be generated inresponse to determining the user interaction, or in a parallel batchprocess by surveying the social graph. The connection generation modulecan also calculate an edge weight for the implicit social graphconnection, where the edge weight determines a quantitative likelihoodthat the user may later choose to make an explicit connection with thesocial network object. The social graph may improve accuracy ofpersonalization of content over conventional methods.

One or more games can be associated with the user account by traversinga social graph of the social network system. A content entry associatedwith the identified game based on an implicit social graph connectioncan be generated. The content entry can be configured for display on theuser device. The content entry can include images and/or text related tothe identified game. For example, the content entry can include a nameof a game, a logo associated with a game, user data related to a game,or any combination thereof. User data related to a game can include, forexample, names of users who have played the game, scores of one or moreusers (e.g., on a leaderboard), a time a user played a game, a user whohas challenged other users to a game, a user who has been challenged toa game, or any combination thereof.

Referring now to FIG. 2B, the player component 104 is executed by thesocial network server 202. The application 214 can access the playercomponent 104, for example, by connecting to a web page hosted by thesocial network server 202. A game session is transferable from a localplayer component running on the client device 204 to a remove playercomponent running on the social network server 202.

The player component 104 communicates with the game library 106 (e.g.,via the public API 162) and the application 214. The player component104 receives game information from the game library. The playercomponent 104 provides game data to the social graph 172. As discussedabove with respect to FIG. 2A, the social graph 172 is used to identifygame suggestions associated with a user account.

FIG. 3 is a flow diagram illustrating a process used in someimplementations for initiating game instances and sharing game-relatedinformation through a social network system. The social network systemidentifies game suggestions by, for example, traversing a social graph,as discussed above with respect to FIGS. 2A-2B and/or by receiving ashare request from a user (block 308). The share request can be aninvitation or challenge to start a game session of a particular gameamong a plurality of games. The social network system delivers gamesuggestions (block 302) to an application (e.g., messenger application)running on a user device. The suggested game may be identified by an appID and posted within an existing messenger thread ID. The user device(e.g., client device 204) receives the game selection (block 304). Theuser device initiates the game instance (block 306) by utilizing aplayer component embedded in an application and configured tocommunicate with a game library. The player component can load a splashscreen including game-related information such as, for example, loadingprogress, user score(s) (e.g., on a leaderboard), game playinstructions, or any combination thereof.

The social network system receives game data during the game session andupdates the game database (block 316). For example, the social networksystem can receive data related to a game loading progress, game loadcompletion, game screenshot, game completion, game score, fatal errornotification, log messages, or any combination thereof. The game datacan be stored as part of a social graph used to identify gamesuggestions. The game data updates can include a user ID, app ID, and athread ID so that a particular instance can be uniquely identified. TheIDs may be anonymized, e.g., by using a consistent hashing function,encryption, etc.

The player component can prompt a user to share game information and/orchallenge another user. In response to receiving a share request (block308), the social network system delivers a game suggestion (block 302).In response to receiving a challenge request (block 310), the socialnetwork system transmits a game invitation (block 312). Another userdevice receives the game invitation and selects accept or decline. Ifthe game invitation is declined, the game instance is not initiated. Ifthe game invitation is accepted (block 314), the game instance isinitiated (block 306) by another player component of the another userdevice.

In an embodiment, a messenger application having a player componentembedded therein manages game sharing and challenges. Variousembodiments for providing game suggestions to a user of the messengerapplication are contemplated. For example, a user can enter a game namein a text field of the messenger application. The message applicationidentifies the game name and provides a content entry associated withthe identified game name. The content entry can be sent to one or moreusers in a message field of the messenger application. The content entrycan include the game name, image associated with the game, descriptionof the game, and access information to enable a player component toaccess the game upon selection.

In another example, the social network system can traverse a socialgraph to identify games associated with a user. A content entryassociated with identified game(s) can be transmitted to the messengerapplication. A user can share the content entry with other users in amessage field of the messenger application.

In another example, the social network system can prompt a user before,during, or after a game session to select one or more users to challengeto the game. In response to receiving a challenge request for one ormore users, the social network system transmits a game invitation to theone or more users. The game invitation can include a content entryindicating a user name of the challenger and including informationrelated to the game (e.g., game name, image, description, and accessinformation).

A content entry received in a message field of the messenger applicationis selectable to cause the player component to initiate a game instance.The player component can be embedded in the messenger applicationrunning on a user device or be running on the social network server. Themessenger application can access the player component running on thesocial network server through a web page hosted on the social networkserver. The messenger application can transfer a game session from afirst player component embedded in the messenger application to a secondplayer component running on the social network server and vice versa.The messenger application stores a state of a game instance of the firstgame component and provides the state of the game instance to the secondplayer component so the second player component can initiate a gameinstance with having the same state as the prior game instance.

FIG. 4A is a flow diagram illustrating a process used in someimplementations for facilitating communication between a playercomponent and a game component. The method can include providing aprivate application program interface (API) (block 402), providing apublic API, (block 404), transmitting a pause command to a firstinstance of the game component executing within a context of a firstapplication but transmitting the restart command to a second instance ofthe game component executing within a context of a second application(block 406), and receiving an indication that a first user has suspendedplaying the online game at the first application and restarted playingthe online game at the second application (block 408).

At block 402, the routine provides a private API. The private API isconfigured to communicate with a player component. The private APImanages communication between the player component and the game library.The private API has one or more methods for performing a sequence ofonline-game related operations. The private API can receive, from theplayer component, a messaging service thread identifier. The messagingservice thread identifier identifies an online conversation between atleast two social network users. The private API can receive, from theplayer component, a gameplay command. The private API can receive statusinformation (e.g., indicating gameplay complete, a game score, or acrash notification) from the player component.

The private API can be configured to communicate with a plurality ofplayer components. The plurality of player components can include, forexample, a first desktop player component compatible with a firstoperating system, a second desktop player component compatible with asecond operating system, a first mobile player component compatible witha first mobile operating system, and a second mobile player componentcompatible with a second mobile operating system. The private APItransmits a plurality of communications to the player componentincluding, for example, screenshots, score, game over events, fatalerrors, and log messages. The public API receives a plurality ofcommunications from the player component including, for example,screenshot request, play event, pause event, and restart event.

At block 404, the routine provides a public API. The public API isconfigured to communicate with a game component. The public API managescommunication between the game component and the game library. Thepublic API has one or more methods for performing a sequence ofonline-game related operations. The public API can receive, from thegame component, a game instance identifier. The game instance identifieridentifies a particular instance of the online game. The online game iscapable of being played on one or more computing devices. The public APIassociates the received messaging service thread identifier with thegame instance identifier. The public API transmits, to the gamecomponent, the gameplay command to cause the game component to respondto the gameplay command. The gameplay command can include one of play,pause, or restart.

The public API uses synchronous function calls as a default andasynchronous function calls for a limited set of communications.Asynchronous function calls are used for the limited set ofcommunications to increase performance. The limited set ofcommunications can include, for example, promises.

At block 406, the routine causes the public API to transmit a pausecommand to a first instance of the game component executing within acontext of a first application. The public API also transmits therestart command to a second instance of the game component executingwithin a context of a second application. The first instance and thesecond instance have a same game instance identifier. The first instanceis paused and the second instance is started to transfer a game session.

At block 408, the routine causes the private API to receive anindication that a first user has suspended playing the online game atthe first application and restarted playing the online game at thesecond application. The game library uses this information to determinewhere to transmit game-related information. Since the game session isactive in the second application, the game library uses the public APIto transmit game related information to a player component associatedwith the second application. The first user and a second user cancontinue to conduct an online conversation using the messaging serviceduring a game session.

FIG. 4B is a flow diagram illustrating a process used in someimplementations for enabling access to a game instance through a socialplatform. The method includes receiving a game selection (block 432),generating a content entry (block 434), transmitting the content entryto the messenger application (block 436), receiving data indicative of aselection of the content entry (block 438), and transmitting a startmessage (block 440). The description is provided as an example and notintended to be limiting. Although the social network server is describedas performing various functions, other devices such as the client deviceare also contemplated for performing the various functions.

At block 432, the social network server receives, from a deviceassociated with a user account, a game selection associated with a gamecomponent hosted on a third-party server. An application (e.g., amessenger application) receives a game selection from the user andtransmits the game selection to the social network server. Anapplication may be logged into a user account to receive a suggestedgame. The suggested game can be solicited by input from a user or be anunsolicited suggestion identified based on an association with the useraccount (e.g., by traversing a social graph). For example, a user of themessenger application can input a game name into a text bar, themessenger application can provide a drop down menu suggesting one ormore games, and the user selects a game to transmit to another user ofthe messenger application. In another example, the messenger applicationdisplays a popup suggesting a game associated with a user account andanother user account (e.g., according to an analysis of the socialgraph) where the popup indicates that the another user account may beinterested in the game as well. A user logged into the user accountselects the game in the popup message to be sent to the another useraccount.

At block 434, the social network server generates a content entryassociated with the game selection, the content entry being configuredfor display in a messenger application. The content entry can includeimages and/or text related to the identified game as well as accessinformation (e.g., an identification number associated with theidentified game). For example, the content entry can include a name of agame, a logo associated with a game, user data related to a game, or anycombination thereof. User data related to a game can include, forexample, names of users who have played the game, scores of one or moreusers (e.g., on a leaderboard), a time a user played a game, a user whohas challenged other users to a game, a user who has been challenged toa game, or any combination thereof. In an embodiment, one or moreelements of the content entry are customizable by a user making the gameselection. For example, a user making a game selection can be promptedto select an image or text. In another example, a user can select asetting in an application (e.g., the messenger application) to change adefault content entry transmitted and/or received by the user. Forexample, a user can select a setting to omit images in a content entry.In another example, a user can select a setting to enlarge images and/ortext in a content entry. In another example, a user can select a settingto include or omit animations in a content entry.

At block 436, the social network server transmits the content entry tothe messenger application to cause a user device running the messengerapplication to display the content entry in a message field of themessenger application. The content entry is displayed in a message fieldof the messenger application logged into the user account and a messagefield of the messenger application logged into another user accountincluded in the conversation. The content entry displayed for the useraccount and the another user account can vary based on a content entrysetting selected in the messenger application.

At block 438, the social network server receives data indicative of aselection of the content entry associated with the game instance. Theanother user selects the content entry in the message field to initiatea game session. Upon selecting the content entry data indicative of theselection is transmitted to the social network system.

At block 440, the social network server transmits a start message tocause a player component embedded in the messenger application toinitiate a game session in response to receiving the data indicative ofthe selection. Upon receiving the start message, the player componentinitiates a game instance to start a game session. The player componentcan be embedded in the messenger application or running on the socialnetwork server and accessible to the messenger application via a webpage.

FIG. 4C is a flow diagram illustrating a process used in someimplementations for enabling access to a game instance through a socialplatform. The method includes identifying a game associated with theuser account by traversing a social graph of the social network system(block 452), generating a content entry (block 454), transmitting thecontent entry to the user account (block 456), receiving data indicativeof a selection of the content entry (block 458), and transmitting astart message to cause a player component embedded in the messengerapplication to initiate a game session (block 460).

At block 452, the social network server identifies a game associatedwith the user account by traversing a social graph of the social networksystem. The implicit social graph connection can be leveraged from oneor more recorded interactions of a social network user. Examples ofrecorded actions include selecting a game to initiate a game session,challenging another user to play a selected game, sharing a game througha messenger application, and sharing a game in a news feed. An edgeweight for the implicit social graph connection can be calculated, wherethe edge weight determines a quantitative likelihood that the user maylater choose to make an explicit connection with the social networkobject. An edge weight exceeding a threshold likelihood of an explicitconnection results in identifying an association between a game objectand a user account.

At block 454, the social network server generates a content entryassociated with the identified game based on an implicit social graphconnection, the another content entry being configured for display onthe user device. The content entry can include images and/or textrelated to the identified game as well as access information.

At block 456, the social network server transmits the content entry tothe user account to cause the messenger application to display thecontent entry in the message field of the messenger application. Thecontent entry can be displayed as a selectable prompt that a user canaccept or decline. The content entry can disappear if a user declinesand remain if a user accepts. The content entry can be shared with otherusers. The content entry is selectable to initiate a game session.

At block 458, social network server receives data indicative of aselection of the content entry associated with the game instance. Theuser selects the content entry in the message field to initiate a gamesession. Upon selecting the content entry data indicative of theselection is transmitted to the social network system.

At block 460, the social network server transmits a start message tocause a player component embedded in the messenger application toinitiate a game session in response to receiving the data indicative ofthe selection. Upon receiving the start message, the player componentinitiates a game instance to start a game session. The player componentcan be embedded in the messenger application or running on the socialnetwork server and accessible to the messenger application via a webpage.

FIG. 4D is a flow diagram illustrating a process used in someimplementations for enabling access to a game instance through a socialplatform. The method includes receiving a challenge request (block 472),generating a content entry (block 474), transmitting the content entryto the user device to cause the messenger application to display thecontent entry (block 476), receiving an acceptance notification from auser account associated with the challenge request (block 478).

At block 472, the social network server receives a challenge requestassociated with the game selection from a user device associated with auser account of the social network system. The player component providesa selectable prompt for challenging one or more users to a game. Uponselection of a challenge for one or more players to a game, the playercomponent transmits the challenge request to the social network server.

At block 474, the social network server generates a content entryindicative of the game selection and the challenge request configuredfor display by a messenger application. The social network servergenerates the content entry indicative of the challenge request. Thecontent entry for the challenge request includes information indicativeof the user submitting the challenge request as well as informationabout the game object.

At block 476, the social network server transmits the content entry tothe user device to cause the messenger application to display thecontent entry. The content entry can be displayed in a message field ofthe messenger application.

At block 478, the social network server receives an acceptancenotification from a user account associated with the challenge request.The acceptance notification indicates that the content entry isselected. The acceptance notification causes the messenger applicationto initiate a player component to communicate with a game webpage hostedon the third-party server. The player component initiates a gameinstance. The player component is embedded in the messenger applicationor accessible via a web page hosted on the social media server.

FIGS. 5A-5C are illustrations of an example graphical user interface ona client device. FIG. 5A illustrates a content entry displaying a gamesuggestion provided in a news feed of a social media application orthread of a messenger app. FIG. 5B illustrates a content entry shared bya user on the news feed of the social media application. FIG. 5Cillustrates a content entry displaying a suggested game identified bytraversing a social graph of the social network system. Additionalcontent entries can be provided upon receiving an input gesture (e.g.,detecting a swipe across a touchscreen). Although the illustrations areof a newsfeed, one skilled in the art will recognize that a similarinterface can be provided within a messenger app thread.

The content entry includes the game name (“Swerve”) a game description(“Stay on the road, take sharp turns, and go fast!”), an image of thegame including a game logo, social feedback elements (e.g., “Like”,“Comment”, and “Share” as well as a number of plays, likes, comments,and shares), and access information to enable a user to select the gameto initiate a game session through a player component.

FIGS. 6A-6D are illustrations of an example graphical user interface ona client device. FIG. 6A shows a plurality of matches among a pluralityof users of the social network system. Matches can be resumed tocontinue a game session where a last game session ended. Unplayedmatches can be provided. Unplayed matches include suggested matches andchallenged matches that have not been initiated. Matches as shown inFIG. 6A are selectable to display match details as shown in FIG. 6B.FIG. 6B shows a particular match between Jeff Doe and Jane Doe.

FIG. 6C shows a leaderboard for a game object. The social network servermaintains a leaderboard for a plurality of game objects. Game scoresreceived by the social network server are used to update the maintainedleaderboard. Upon receiving a play selection, a game is initiated by theplayer component as shown in FIG. 6D.

FIG. 7A-7D are illustrations of an example graphical user interface on aclient device. Following a game session, game-related information can beprovided. FIG. 7A shows a client device displaying statistics for aparticular game and indicating a game score needed to beat another user.FIGS. 7B and 7D show a leaderboard that can be provided following a gamesession. The leaderboard can include a rank for a user among a pluralityof other users (e.g., “13th of 128 friends”). Additional matches asshown in FIG. 7C can be provided following a game session.

FIGS. 8A-8D are illustrations of an example graphical user interface ona client device. The social network server can receive a share requestfollowing a game session. In response to receiving a share request, thesocial network server generates a content entry including game-relatedinformation. FIG. 8A shows an example of a content entry shared by JaneDoe. A content entry can be shared, for example, in a news feed and in amessage field.

The social network server can generate a content entry for display in anapplication in response to a request or without being solicited by auser. For example, a content entry can be generated during a gamesession as shown in FIG. 8B. The content entry can include a real-timeanimation of the game session. The content entry can be selectable toenable social media users to join a game session.

FIGS. 8C and 8D show a content entry shared in a message field of amessage application. As shown in FIG. 8D, the content entry can includea real-time animation of the game session. The message applicationprovides the animation for one or more user accounts included in theconversation. A user can select the content entry to join the gamesession.

FIGS. 9A-9D are illustrations of an example graphical user interface ona client device. FIGS. 9A-9D show automated messages providinggame-related information. FIG. 9A shows a content entry displayed in anews feed indicating that Jane Doe set a new high score in a game. FIG.9B shows automated text included in a message field of a groupconversation provided by a message application indicating that a newhigh score. FIG. 9C shows a plurality of content entries displayed in anews feed indicating high scores for a plurality of game objects.Additional content entries are provided upon receipt of an input gesture(e.g., detecting a swipe from left to right across a touchscreen). FIG.9D shows a leaderboard with a plurality of high scores for a particulargame including a rank for a user account compared to one or more useraccounts associated with the user account (e.g., friends of the useraccount). The high scores are high scores in the online game for allsocial network users in the online conversation, all social networkusers who are messenger contacts of the first social network user, orall social network users.

Computer

FIG. 10 is a diagrammatic representation of a machine in the exampleform of a computer system 1000 within which a set of instructions, forcausing the machine to perform any one or more of the methodologies ormodules discussed herein, may be executed.

In the example of FIG. 10, the computer system 1000 includes aprocessor, memory, non-volatile memory, and an interface device. Variouscommon components (e.g., cache memory) are omitted for illustrativesimplicity. The computer system 1000 is intended to illustrate ahardware device on which any of the components described in the exampleof FIGS. 1-9 (and any other components described in this specification)can be implemented. The computer system 1000 can be of any applicableknown or convenient type. The components of the computer system 1000 canbe coupled together via a bus or through some other known or convenientdevice.

This disclosure contemplates the computer system 1000 taking anysuitable physical form. As example and not by way of limitation,computer system 1000 may be an embedded computer system, asystem-on-chip (SOC), a single-board computer system (SBC) (such as, forexample, a computer-on-module (COM) or system-on-module (SOM)), adesktop computer system, a laptop or notebook computer system, aninteractive kiosk, a mainframe, a mesh of computer systems, a mobiletelephone, a personal digital assistant (PDA), a server, or acombination of two or more of these. Where appropriate, computer system1000 may include one or more computer systems 1000; be unitary ordistributed; span multiple locations; span multiple machines; or residein a cloud, which may include one or more cloud components in one ormore networks. Where appropriate, one or more computer systems 1000 mayperform without substantial spatial or temporal limitation one or moresteps of one or more methods described or illustrated herein. As anexample and not by way of limitation, one or more computer systems 1000may perform in real time or in batch mode one or more steps of one ormore methods described or illustrated herein. One or more computersystems 1000 may perform at different times or at different locationsone or more steps of one or more methods described or illustratedherein, where appropriate.

The processor may be, for example, a conventional microprocessor such asan Intel Pentium microprocessor or Motorola power PC microprocessor. Oneof skill in the relevant art will recognize that the terms“machine-readable (storage) medium” or “computer-readable (storage)medium” include any type of device that is accessible by the processor.

The memory is coupled to the processor by, for example, a bus. Thememory can include, by way of example but not limitation, random accessmemory (RAM), such as dynamic RAM (DRAM) and static RAM (SRAM). Thememory can be local, remote, or distributed.

The bus also couples the processor to the non-volatile memory and driveunit. The non-volatile memory is often a magnetic floppy or hard disk, amagnetic-optical disk, an optical disk, a read-only memory (ROM), suchas a CD-ROM, EPROM, or EEPROM, a magnetic or optical card, or anotherform of storage for large amounts of data. Some of this data is oftenwritten, by a direct memory access process, into memory during executionof software in the computer 1000. The non-volatile storage can be local,remote, or distributed. The non-volatile memory is optional becausesystems can be created with all applicable data available in memory. Atypical computer system will usually include at least a processor,memory, and a device (e.g., a bus) coupling the memory to the processor.

Software is typically stored in the non-volatile memory and/or the driveunit. Indeed, storing and entire large program in memory may not even bepossible. Nevertheless, it should be understood that for software torun, if necessary, it is moved to a computer readable locationappropriate for processing, and for illustrative purposes, that locationis referred to as the memory in this paper. Even when software is movedto the memory for execution, the processor will typically make use ofhardware registers to store values associated with the software, andlocal cache that, ideally, serves to speed up execution. As used herein,a software program is assumed to be stored at any known or convenientlocation (from non-volatile storage to hardware registers) when thesoftware program is referred to as “implemented in a computer-readablemedium.” A processor is considered to be “configured to execute aprogram” when at least one value associated with the program is storedin a register readable by the processor.

The bus also couples the processor to the network interface device. Theinterface can include one or more of a modem or network interface. Itwill be appreciated that a modem or network interface can be consideredto be part of the computer system 1000. The interface can include ananalog modem, ISDN modem, cable modem, token ring interface, satellitetransmission interface (e.g. “direct PC”), or other interfaces forcoupling a computer system to other computer systems. The interface caninclude one or more input and/or output devices. The I/O devices caninclude, by way of example but not limitation, a keyboard, a mouse orother pointing device, disk drives, printers, a scanner, and other inputand/or output devices, including a display device. The display devicecan include, by way of example but not limitation, a cathode ray tube(CRT), liquid crystal display (LCD), light emitting diode (LED) display,or some other applicable known or convenient display device. Forsimplicity, it is assumed that controllers of any devices not depictedin the example of FIG. 10 reside in the interface.

In operation, the computer system 1000 can be controlled by operatingsystem software that includes a file management system, such as a diskoperating system. One example of operating system software withassociated file management system software is the family of operatingsystems known as Windows® from Microsoft Corporation of Redmond, Wash.,and their associated file management systems. Another example ofoperating system software with its associated file management systemsoftware is the Linux™ operating system and its associated filemanagement system. The file management system is typically stored in thenon-volatile memory and/or drive unit and causes the processor toexecute the various acts required by the operating system to input andoutput data and to store data in the memory, including storing files onthe non-volatile memory and/or drive unit.

Some portions of the detailed description may be presented in terms ofalgorithms and symbolic representations of operations on data bitswithin a computer memory. These algorithmic descriptions andrepresentations are the means used by those skilled in the dataprocessing arts to most effectively convey the substance of their workto others skilled in the art. An algorithm is here, and generally,conceived to be a self-consistent sequence of operations leading to adesired result. The operations are those requiring physicalmanipulations of physical quantities. Usually, though not necessarily,these quantities take the form of electrical or magnetic signals capableof being stored, transferred, combined, compared, and otherwisemanipulated. It has proven convenient at times, principally for reasonsof common usage, to refer to these signals as bits, values, elements,symbols, characters, terms, numbers, or the like.

It should be borne in mind, however, that all of these and similar termsare to be associated with the appropriate physical quantities and aremerely convenient labels applied to these quantities. Unlessspecifically stated otherwise as apparent from the following discussion,it is appreciated that throughout the description, discussions utilizingterms such as “processing” or “computing” or “calculating” or“determining” or “displaying” or “generating” or the like, refer to theaction and processes of a computer system, or similar electroniccomputing device, that manipulates and transforms data represented asphysical (electronic) quantities within the computer system's registersand memories into other data similarly represented as physicalquantities within the computer system memories or registers or othersuch information storage, transmission or display devices.

The algorithms and displays presented herein are not inherently relatedto any particular computer or other apparatus. Various general purposesystems may be used with programs in accordance with the teachingsherein, or it may prove convenient to construct more specializedapparatus to perform the methods of some embodiments. The requiredstructure for a variety of these systems will appear from thedescription below. In addition, the techniques are not described withreference to any particular programming language, and variousembodiments may thus be implemented using a variety of programminglanguages.

In alternative embodiments, the machine operates as a standalone deviceor may be connected (e.g., networked) to other machines. In a networkeddeployment, the machine may operate in the capacity of a server or aclient machine in a client-server network environment, or as a peermachine in a peer-to-peer (or distributed) network environment.

The machine may be a server computer, a client computer, a personalcomputer (PC), a tablet PC, a laptop computer, a set-top box (STB), apersonal digital assistant (PDA), a cellular telephone, an iPhone, aBlackberry, a processor, a telephone, a web appliance, a network router,switch or bridge, or any machine capable of executing a set ofinstructions (sequential or otherwise) that specify actions to be takenby that machine.

While the machine-readable medium or machine-readable storage medium isshown in an exemplary embodiment to be a single medium, the term“machine-readable medium” and “machine-readable storage medium” shouldbe taken to include a single medium or multiple media (e.g., acentralized or distributed database, and/or associated caches andservers) that store the one or more sets of instructions. The term“machine-readable medium” and “machine-readable storage medium” shallalso be taken to include any medium that is capable of storing, encodingor carrying a set of instructions for execution by the machine and thatcause the machine to perform any one or more of the methodologies ormodules of the presently disclosed technique and innovation.

In general, the routines executed to implement the embodiments of thedisclosure, may be implemented as part of an operating system or aspecific application, component, program, object, module or sequence ofinstructions referred to as “computer programs.” The computer programstypically comprise one or more instructions set at various times invarious memory and storage devices in a computer, and that, when readand executed by one or more processing units or processors in acomputer, cause the computer to perform operations to execute elementsinvolving the various aspects of the disclosure.

Moreover, while embodiments have been described in the context of fullyfunctioning computers and computer systems, those skilled in the artwill appreciate that the various embodiments are capable of beingdistributed as a program product in a variety of forms, and that thedisclosure applies equally regardless of the particular type of machineor computer-readable media used to actually effect the distribution.

Further examples of machine-readable storage media, machine-readablemedia, or computer-readable (storage) media include but are not limitedto recordable type media such as volatile and non-volatile memorydevices, floppy and other removable disks, hard disk drives, opticaldisks (e.g., Compact Disk Read-Only Memory (CD ROMS), Digital VersatileDisks, (DVDs), etc.), among others, and transmission type media such asdigital and analog communication links.

In some circumstances, operation of a memory device, such as a change instate from a binary one to a binary zero or vice-versa, for example, maycomprise a transformation, such as a physical transformation. Withparticular types of memory devices, such a physical transformation maycomprise a physical transformation of an article to a different state orthing. For example, but without limitation, for some types of memorydevices, a change in state may involve an accumulation and storage ofcharge or a release of stored charge. Likewise, in other memory devices,a change of state may comprise a physical change or transformation inmagnetic orientation or a physical change or transformation in molecularstructure, such as from crystalline to amorphous or vice versa. Theforegoing is not intended to be an exhaustive list in which a change instate for a binary one to a binary zero or vice-versa in a memory devicemay comprise a transformation, such as a physical transformation.Rather, the foregoing is intended as illustrative examples.

A storage medium typically may be non-transitory or comprise anon-transitory device. In this context, a non-transitory storage mediummay include a device that is tangible, meaning that the device has aconcrete physical form, although the device may change its physicalstate. Thus, for example, non-transitory refers to a device remainingtangible despite this change in state.

FIG. 11 is a block diagram illustrating an overview of an environment1100 in which some implementations of the disclosed technology mayoperate. Environment 1100 can include one or more client computingdevices 1105A-D, examples of which may include computer system 1000.Client computing devices 1105 (e.g., client device 204) can operate in anetworked environment using logical connections 1110 through network1130 to one or more remote computers such as a server computing device.

In some implementations, server 1110 can be an edge server whichreceives client requests and coordinates fulfillment of those requeststhrough other servers, such as servers 1120A-C. Server computing devices1110 and 1120 can comprise computing systems, such as device 100. Thougheach server computing device 1110 and 1120 is displayed logically as asingle server, server computing devices can each be a distributedcomputing environment encompassing multiple computing devices located atthe same or at geographically disparate physical locations. In someimplementations, each server 1120 corresponds to a group of servers.

Client computing devices 1105 and server computing devices 1110 and 1120can each act as a server or client to other server/client devices.Server 1110 can connect to a database 1115. Servers 1120A-C can eachconnect to a corresponding database 1125A-C. As discussed above, eachserver 1120 may correspond to a group of servers, and each of theseservers can share a database or can have their own database. Databases1115 and 1125 can warehouse (e.g. store) information such as labeledimages, parts models, histograms of gradients, classifiers, regiontemplates, search images, and classified images or image parts. Thoughdatabases 1115 and 1125 are displayed logically as single units,databases 1115 and 1125 can each be a distributed computing environmentencompassing multiple computing devices, can be located within theircorresponding server, or can be located at the same or at geographicallydisparate physical locations.

Network 1130 can be a local area network (LAN) or a wide area network(WAN), but can also be other wired or wireless networks. Network 1130may be the Internet or some other public or private network. The clientcomputing devices 1105 can be connected to network 1130 through anetwork interface, such as by wired or wireless communication. While theconnections between server 1110 and servers 1120 are shown as separateconnections, these connections can be any kind of local, wide area,wired, or wireless network, including network 1130 or a separate publicor private network.

Terminology

Brief definitions of terms, abbreviations, and phrases used throughoutthis application are given below.

Reference in this specification to “one embodiment” or “an embodiment”means that a particular feature, structure, or characteristic describedin connection with the embodiment is included in at least one embodimentof the disclosure. The appearances of the phrase “in one embodiment” invarious places in the specification are not necessarily all referring tothe same embodiment, nor are separate or alternative embodimentsmutually exclusive of other embodiments. Moreover, various features aredescribed that may be exhibited by some embodiments and not by others.Similarly, various requirements are described that may be requirementsfor some embodiments but not others.

Unless the context clearly requires otherwise, throughout thedescription and the claims, the words “comprise,” “comprising,” and thelike are to be construed in an inclusive sense, as opposed to anexclusive or exhaustive sense; that is to say, in the sense of“including, but not limited to.” As used herein, the terms “connected,”“coupled,” or any variant thereof, means any connection or coupling,either direct or indirect, between two or more elements. The coupling orconnection between the elements can be physical, logical, or acombination thereof. For example, two devices may be coupled directly,or via one or more intermediary channels or devices. As another example,devices may be coupled in such a way that information can be passedthere between, while not sharing any physical connection with oneanother. Additionally, the words “herein,” “above,” “below,” and wordsof similar import, when used in this application, shall refer to thisapplication as a whole and not to any particular portions of thisapplication. Where the context permits, words in the DetailedDescription using the singular or plural number may also include theplural or singular number respectively. The word “or,” in reference to alist of two or more items, covers all of the following interpretationsof the word: any of the items in the list, all of the items in the list,and any combination of the items in the list.

If the specification states a component or feature “may,” “can,”“could,” or “might” be included or have a characteristic, thatparticular component or feature is not required to be included or havethe characteristic.

The terminology used in the Detailed Description is intended to beinterpreted in its broadest reasonable manner, even though it is beingused in conjunction with certain examples. The terms used in thisspecification generally have their ordinary meanings in the art, withinthe context of the disclosure, and in the specific context where eachterm is used. For convenience, certain terms may be highlighted, forexample using capitalization, italics, and/or quotation marks. The useof highlighting has no influence on the scope and meaning of a term; thescope and meaning of a term is the same, in the same context, whether ornot it is highlighted. It will be appreciated that the same element canbe described in more than one way.

Consequently, alternative language and synonyms may be used for any oneor more of the terms discussed herein, but special significance is notto be placed upon whether or not a term is elaborated or discussedherein. A recital of one or more synonyms does not exclude the use ofother synonyms. The use of examples anywhere in this specification,including examples of any terms discussed herein, is illustrative onlyand is not intended to further limit the scope and meaning of thedisclosure or of any exemplified term. Likewise, the disclosure is notlimited to various embodiments given in this specification.

Remarks

The foregoing description of various embodiments of the claimed subjectmatter has been provided for the purposes of illustration anddescription. It is not intended to be exhaustive or to limit the claimedsubject matter to the precise forms disclosed. Many modifications andvariations will be apparent to one skilled in the art. Embodiments werechosen and described in order to best describe the principles of thetechnology and its practical applications, thereby enabling othersskilled in the relevant art to understand the claimed subject matter,the various embodiments, and the various modifications that are suitedto the particular uses contemplated.

While embodiments have been described in the context of fullyfunctioning computers and computer systems, those skilled in the artwill appreciate that the various embodiments are capable of beingdistributed as a program product in a variety of forms, and that thedisclosure applies equally regardless of the particular type of machineor computer-readable media used to actually effect the distribution.

Although the above Detailed Description describes certain embodimentsand the best mode contemplated, no matter how detailed the above appearsin text, the embodiments can be practiced in many ways. Details of thesystems and methods may vary considerably in their implementationdetails, while still being encompassed by the specification. As notedabove, particular terminology used when describing certain features oraspects of various embodiments should not be taken to imply that theterminology is being redefined herein to be restricted to any specificcharacteristics, features, or aspects of the technology with which thatterminology is associated. In general, the terms used in the followingclaims should not be construed to limit the invention to the specificembodiments disclosed in the specification, unless those terms areexplicitly defined herein. Accordingly, the actual scope of theinvention encompasses not only the disclosed embodiments, but also allequivalent ways of practicing or implementing the embodiments under theclaims.

The language used in the specification has been principally selected forreadability and instructional purposes, and it may not have beenselected to delineate or circumscribe the inventive subject matter. Itis therefore intended that the scope of the invention be limited not bythis Detailed Description, but rather by any claims that issue on anapplication based hereon. Accordingly, the disclosure of variousembodiments is intended to be illustrative, but not limiting, of thescope of the embodiments, which is set forth in the following claims.

We claim:
 1. A computer-implemented method comprising: identifying, using a social network internal identifier, a social network area where at least a first social network user and a second social network user may interact; receiving a first game instance identifier and storing the first game instance identifier in association with the social network internal identifier, the first game instance identifier corresponding to an online game that the first social network user has interacted with and the social network internal identifier comprising a message service thread identifier that identifies a conversation thread within a social networking messaging application; receiving game status information corresponding to the online game having the first game instance identifier; storing the received game status information; transmitting the received game status information to the second social network user; receiving score information from the online game and displaying the score information in the social network area; in a first online conversation between the first social network user and the second social network user, transmitting a first score for the online game; and in a second online conversation between the first social network user and a third social network user, transmitting a second score for the online game; wherein the first online conversation has a first social network internal identifier, the second online conversation has a second social network internal identifier, and both online conversations have an identical game instance identifier.
 2. The method of claim 1, further comprising, in a first session with the first social network user, transmitting a command to pause the online game.
 3. The method of claim 2, further comprising, in a second session with the first social network user, transmitting a command to restart the online game.
 4. The method of claim 3, wherein the first session and the second session are different invocations of a messaging application.
 5. The method of claim 1, wherein the social network area corresponds to a social network wall.
 6. The method of claim 1, wherein transmitting the score information includes transmitting a leaderboard of high scores.
 7. The method of claim 6, wherein the high scores are high scores in the online game for one of: all social network users in an online conversation; all social network users who are messenger contacts of the first social network user; or all social network users.
 8. The method of claim 1, further comprising receiving a gameplay command comprising one of: play, pause, or restart.
 9. The method of claim 8, further comprising transmitting a pause command to a first instance of a game component executing within a context of a first application but transmitting the restart command to a second instance of the game component executing within a context of a second application, wherein the first instance and the second instance have a same game instance identifier.
 10. The method of claim 9, further comprising receiving an indication that a first user has suspended playing the online game at the first application and restarted playing the online game at the second application.
 11. A system comprising: an identification component, stored in memory, that identifies, using a social network internal identifier, a social network area where at least a first social network user and a second social network user may interact; a reception component, stored in memory, that: receives a first game instance identifier and storing the first game instance identifier in association with the social network internal identifier, the first game instance identifier corresponding to an online game that the first social network user has interacted with and the social network internal identifier comprising a message service thread identifier that identifies a conversation thread within a social networking messaging application; and receives game status information corresponding to the online game having the first game instance identifier; a storing component, stored in memory, that stores the received game status information; and a transmission component, stored in memory, that transmits the received game status information to the second social network user; and at least one physical processor configured to execute the identification component, the reception component, the storing component, and the transmission component; wherein: the reception component receives score information from the online game and displays the score information in the social network area; in a first online conversation between the first social network user and the second social network user, the transmission component transmits a first score for the online game; and in a second online conversation between the first social network user and a third social network user, the transmission component transmits a second score for the online game; wherein the first online conversation has a first social network internal identifier, the second online conversation has a second social network internal identifier, and both online conversations have an identical game instance identifier.
 12. The system of claim 11, wherein the transmission component is configured to, in a first session with the first social network user, transmit a command to pause the online game.
 13. The system of claim 12, wherein the transmission component is configured to, in a second session with the first social network user, transmit a command to restart the online game.
 14. The system of claim 13, wherein the first session and the second session are different invocations of a messaging application.
 15. The system of claim 11, wherein the social network area corresponds to a social network wall.
 16. The system of claim 11, wherein the transmission component is configured to transmit the score information at least in part by transmitting a leaderboard of high scores.
 17. The system of claim 16, wherein the high scores are high scores in the online game for one of: all social network users in an online conversation; all social network users who are messenger contacts of the first social network user; or all social network users.
 18. The system of claim 11, wherein the reception component is configured to receive a gameplay command comprising one of: play, pause, or restart.
 19. The system of claim 18, wherein the transmission component is configured to transmit a pause command to a first instance of a game component executing within a context of a first application but transmit the restart command to a second instance of the game component executing within a context of a second application, wherein the first instance and the second instance have a same game instance identifier.
 20. A non-transitory computer-readable medium containing computer executable instructions that, when executed by a physical processor of a computing device, cause the computing device to perform: identifying, using a social network internal identifier, a social network area where at least a first social network user and a second social network user may interact; receiving a first game instance identifier and storing the first game instance identifier in association with the social network internal identifier, the first game instance identifier corresponding to an online game that the first social network user has interacted with and the social network internal identifier comprising a message service thread identifier that identifies a conversation thread within a social networking messaging application; receiving game status information corresponding to the online game having the first game instance identifier; storing the received game status information; transmitting the received game status information to the second social network user; receiving score information from the online game and displaying the score information in the social network area; in a first online conversation between the first social network user and the second social network user, transmitting a first score for the online game; and in a second online conversation between the first social network user and a third social network user, transmitting a second score for the online game; wherein the first online conversation has a first social network internal identifier, the second online conversation has a second social network internal identifier, and both online conversations have an identical game instance identifier. 